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    Joseph Parker
    @selfsame
    This message was deleted
    Joseph Parker
    @selfsame
    joe wins.gif
    Joseph Parker
    @selfsame
    crab3.gif
    Joseph Parker
    @selfsame
    lsalkskdje.gif
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    Drew O'Kane
    @drewokane
    @selfsame how do you create your 3D models? Blender?
    Joseph Parker
    @selfsame
    @drewokane yep! huge blender fan :)
    Drew O'Kane
    @drewokane
    nice
    very inspirational
    2dtree
    @2dtree
    Some really nice stuff in hard.core! What is the recommended way of using this library?
    Joseph Parker
    @selfsame
    @2dtree haha good question, I use a lot of the macros and transform fns in hard.core (like >v3, the, child-named, color)
    but it's kind of a grab bag where I keep stuff I think I might use in the future
    oh clear-cloned! and clone! are really useful
    it'll instantiate prefabs in a Resources folder, so (clone! :scenery/house) will instantiate "Resources/scenery/house"
    2dtree
    @2dtree
    Really useful stuff. I'm just getting started with arcadia so it's a good companion to hide a lot of the interop.
    will have a look at those. I'm still just having fun instantiating primitives in big rubix cube formations. Working towards doing some proper procgen stuff.
    abnunez
    @abnunez
    There's a room for your lib?! All the pain I've put myself through figuring stuff out... Lol
    Joseph Parker
    @selfsame
    haha yeah, feel free to put questions about hard/tween here
    abnunez
    @abnunez
    I most definitely will. Tween has given me a hell of a time but I'll have to be at home to ask specifics. I think my problems stem from trying to use it within update loops and it becomes infinite. From what I've gathered, it's best used at the top level where it's only possiblly called once?
    Joseph Parker
    @selfsame
    @abnunez yeah a timeline is basically an update loop
    also you have to make sure that timeline functions return false/nil when they're ready to move on
    so like (timeline* (wait 1.0) (fn [] (instantiate :cube) nil)), without the nil it would keep instantiating cubes forever
    abnunez
    @abnunez
    Ooooooo
    Rip
    So if it's an update loops itself then how do you normally integrate it into gameplay? Like typically I have some event that triggered, is checked for in an update loop, and then try to call timeline to do something (like wait for an enemy attack animation to finish then move to next then). I ended up solving my problem using tags but I feel like timeline could be super handy.
    Move to next turn**
    Joseph Parker
    @selfsame
    I would probably move the timeline to the event trigger, and at the end of the timeline update whatever data has finally changed
    but yeah you could also toggle an :isMoving bool or something
    sogaiu
    @sogaiu
    tried using timeline to sequence loading of multiple scenes, but after loading the first scene, the timeline seems to stop -- i guess this is because timeline makes use of a game object which goes away once a new scene is loaded. does that sound right?
    Joseph Parker
    @selfsame
    yo
    ah yes, there's an object that pumps the coroutines that drive the timelines
    personally i don't load scenes in my games, not sure how you would get something like that to survive the transition
    sogaiu
    @sogaiu
    thanks - i think there's a DontDestroyOnLoad that can be used to preserve objects across scene loading
    Joseph Parker
    @selfsame
    hmm
    yeah if you get the __timeline__ or whatever it's called to not destroy it should work?
    sogaiu
    @sogaiu
    will try :)
    sogaiu
    @sogaiu
    Joseph Parker
    @selfsame
    huh yeah that would do it, i'd take a pull request at https://notabug.org/selfsame/tween
    Joseph Parker
    @selfsame
    or the github
    sogaiu
    @sogaiu
    Joseph Parker
    @selfsame
    great, merged!
    sogaiu
    @sogaiu
    does it make sense to have a convenience function for stopping a timeline (didn't find one)? i guess one might do something like: (.StopCoroutine (mono-obj) ((timeline* :loop (fn [] (log "hi") nil) (wait 2)))) atm
    Joseph Parker
    @selfsame
    @sogaiu yeah it would make sense to have that
    think there's something to kill them from the inside, but not by their ref
    sogaiu
    @sogaiu
    for killing from inside, may be you're referring to abort! ?
    Joseph Parker
    @selfsame
    yep
    ah ok, looks like timelines return a function, that will return the coroutine if it's still active
    sogaiu
    @sogaiu
    @selfsame hard.sound seems to work better here w/ use -> :use and import -> :import at the top of the file
    Joseph Parker
    @selfsame
    @sogaiu yeah new clojure doesn't allow use etc. in the ns